Using qualitative research co-design for intergenerational perspectives of online play
Published online on March 02, 2026
Abstract
Qualitative Research, Ahead of Print.
In highly digitised societies, children and adults have qualitatively different perspectives of contemporary online play activities, such as children's synchronous use of multiplayer virtual worlds (e.g. Minecraft) with video-chat software platforms (e.g. ...
In highly digitised societies, children and adults have qualitatively different perspectives of contemporary online play activities, such as children's synchronous use of multiplayer virtual worlds (e.g. Minecraft) with video-chat software platforms (e.g. ...